\section{Class List}
Here are the classes, structs, unions and interfaces with brief descriptions\+:\begin{DoxyCompactList}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_add_interaction_callback_to_drawable_visitor}{brtr\+::\+Add\+Interaction\+Callback\+To\+Drawable\+Visitor} \\*Node\+Visitor for batch replacing all User\+Data\+Container of all Drawables }{\pageref{classbrtr_1_1_add_interaction_callback_to_drawable_visitor}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_add_portal_gun_interaction_callback}{brtr\+::\+Add\+Portal\+Gun\+Interaction\+Callback} \\*Interaction\+Callback for adding the portal gun to the players inventar }{\pageref{classbrtr_1_1_add_portal_gun_interaction_callback}}{}
\item\contentsline{section}{\hyperlink{class_animation_creator}{Animation\+Creator} }{\pageref{class_animation_creator}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_base_interaction_callback}{brtr\+::\+Base\+Interaction\+Callback} \\*This is the Template\+Class for Interaction\+Callbacks }{\pageref{classbrtr_1_1_base_interaction_callback}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_bench}{brtr\+::\+Bench} \\*\hyperlink{classbrtr_1_1_bench}{Bench} class, creates a bench Object }{\pageref{classbrtr_1_1_bench}}{}
\item\contentsline{section}{\hyperlink{structbrtr_1_1_body_of_rotation_function}{brtr\+::\+Body\+Of\+Rotation\+Function} \\*Struct holding the function, which calculates the radius in dependece of the height. lambda (double)-\/$>$double func, int end, Body\+Of\+Rotation\+Function$\ast$ next\+Func if one wish to have more then one function then the end value and next\+Func pointer must be set accordingly the end+1 is the beginning x of the next function }{\pageref{structbrtr_1_1_body_of_rotation_function}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_cel_shading}{brtr\+::\+Cel\+Shading} \\*Cel\+Sading Effect, every child of this node will get the effect }{\pageref{classbrtr_1_1_cel_shading}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_cel_shading_technique}{brtr\+::\+Cel\+Shading\+Technique} \\*The Technique for the cel-\/shading effect }{\pageref{classbrtr_1_1_cel_shading_technique}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_control_room}{brtr\+::\+Control\+Room} \\*Control Room Class, derived from Position\+Attitude\+Transform, set ups the whole room as its own children }{\pageref{classbrtr_1_1_control_room}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_drunken_interaction_callback}{brtr\+::\+Drunken\+Interaction\+Callback} \\*Callback for the drunk effect }{\pageref{classbrtr_1_1_drunken_interaction_callback}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_f_p_s_camera_manipulator}{brtr\+::\+F\+P\+S\+Camera\+Manipulator} \\*A F\+P\+S style Camera\+Manipulator with ground clamping and intersection }{\pageref{classbrtr_1_1_f_p_s_camera_manipulator}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_geometry_placer_visitor}{brtr\+::\+Geometry\+Placer\+Visitor} \\*Node\+Visitor for batch replacing all Geometry in all visited Geodes }{\pageref{classbrtr_1_1_geometry_placer_visitor}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_key_handler}{brtr\+::\+Key\+Handler} \\*Key Handler Class, handles all of our Key\+Functions, which do not belong to camera control (this are handled by \hyperlink{classbrtr_1_1_f_p_s_camera_manipulator}{F\+P\+S\+Camera\+Manipulator}) }{\pageref{classbrtr_1_1_key_handler}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_modify_material_visitor}{brtr\+::\+Modify\+Material\+Visitor} \\*Visitor for altering the material attributes, mainly used for objects craeted with blender }{\pageref{classbrtr_1_1_modify_material_visitor}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_program_switcher_callback}{brtr\+::\+Program\+Switcher\+Callback} \\*Callback for switching the postprocess programs }{\pageref{classbrtr_1_1_program_switcher_callback}}{}
\item\contentsline{section}{\hyperlink{structbrtr_1_1_rendering_pipeline}{brtr\+::\+Rendering\+Pipeline} \\*Struct holding the camera for the multi-\/rendering passes. Also holds the program vector for the post process pass. pass0\+Color, pass0depth, pass\+Post\+Process, program array, count program\+Array The program vector is used by the \hyperlink{classbrtr_1_1_key_handler}{Key\+Handler} and the Interaction\+Items for changing the postprocess programs }{\pageref{structbrtr_1_1_rendering_pipeline}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_toon_tex_switcher_callback}{brtr\+::\+Toon\+Tex\+Switcher\+Callback} \\*Callback for switching the Toon\+Textures }{\pageref{classbrtr_1_1_toon_tex_switcher_callback}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_train_switcher_callback}{brtr\+::\+Train\+Switcher\+Callback} \\*Callback for switching the \char`\"{}trains\char`\"{} }{\pageref{classbrtr_1_1_train_switcher_callback}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_weapon_h_u_d}{brtr\+::\+Weapon\+H\+U\+D} \\*\hyperlink{classbrtr_1_1_weapon_h_u_d}{Weapon\+H\+U\+D} class, provides the functions to add a H\+U\+D camera to the scene }{\pageref{classbrtr_1_1_weapon_h_u_d}}{}
\item\contentsline{section}{\hyperlink{classbrtr_1_1_weapon_h_u_d_1_1_weapon_switch_handler}{brtr\+::\+Weapon\+H\+U\+D\+::\+Weapon\+Switch\+Handler} \\*Event\+Handler for Weapon\+Switching }{\pageref{classbrtr_1_1_weapon_h_u_d_1_1_weapon_switch_handler}}{}
\end{DoxyCompactList}
